PID - Alas time heals all wounds unto thee
by Brian Jansen · 08/15/2006 (8:34 am) · 5 comments
Today I decided to post some long over due Project Impending Doom updates and it's progress since it's first rushed out BETA and why it exceeds expectations caused by it's first failure.
First off one of the better features I have added is a fully integrated irc client that you can use to chat with people in an IRC Channel ingame as if you were chatting with someone in the same server. When you chat ingame people in the same channel as your Server Bot will read it like this:
<[PID]Server_Name> Player: blah blah blah
Another feature is a client bot that irc users can use to get the stat's of the player that it is run by. Some other features are TBA when they are finished but expect some unique features.
I have improved the account system by taking out the money system and the seperate inventory preferences. I decided to make an upgrade system a little later in development. Another thing the account system is good for is the Halo Esque game mode system where you can choose weapons, vehicles, change other stuff, ETC. Having compared that to Halo my System does one thing that the Halo system can't. This system has the capability to upload your game modes to the internet for other players to download and use.
One of the best additions to PID so far has to be the Conquest Game Mode. For people who have never played Starwars: Battlefront, Conquest is a mode where two teams try to capture the other's command posts by occupying them for a set amount of time and when one team captures all of the enemy command posts a countdown starts and if the enemy doesn't capture one by the end of the countdown the other team wins. Of course there is always the fight to the death approach to winning also. The command posts are also your spawn point and you can choose which one you want to spawn at out of any of them that your team captured.
PID is meant to be a very fast game so I added in the Terrain Occlusion Culling and the average Framerate for me is about 100 fps. At the moment the maps are all terrain because I don't currently have a mapper.
Another thing that happened recently is I made a fully functional website with statistics, Pre-Registration, Screenshots, Game Info and more.
Project Impending Doom Website - http://www.projectimpendingdoom.com
With nearly all of the problems fixed and the new features PID will be released as a Public BETA sometime at the end of the month to the public. It is being tested atm and tweaked for the public. Until Next Time.
Happy Fragging
First off one of the better features I have added is a fully integrated irc client that you can use to chat with people in an IRC Channel ingame as if you were chatting with someone in the same server. When you chat ingame people in the same channel as your Server Bot will read it like this:
<[PID]Server_Name> Player: blah blah blah
Another feature is a client bot that irc users can use to get the stat's of the player that it is run by. Some other features are TBA when they are finished but expect some unique features.
I have improved the account system by taking out the money system and the seperate inventory preferences. I decided to make an upgrade system a little later in development. Another thing the account system is good for is the Halo Esque game mode system where you can choose weapons, vehicles, change other stuff, ETC. Having compared that to Halo my System does one thing that the Halo system can't. This system has the capability to upload your game modes to the internet for other players to download and use.
One of the best additions to PID so far has to be the Conquest Game Mode. For people who have never played Starwars: Battlefront, Conquest is a mode where two teams try to capture the other's command posts by occupying them for a set amount of time and when one team captures all of the enemy command posts a countdown starts and if the enemy doesn't capture one by the end of the countdown the other team wins. Of course there is always the fight to the death approach to winning also. The command posts are also your spawn point and you can choose which one you want to spawn at out of any of them that your team captured.
PID is meant to be a very fast game so I added in the Terrain Occlusion Culling and the average Framerate for me is about 100 fps. At the moment the maps are all terrain because I don't currently have a mapper.
Another thing that happened recently is I made a fully functional website with statistics, Pre-Registration, Screenshots, Game Info and more.
Project Impending Doom Website - http://www.projectimpendingdoom.com
With nearly all of the problems fixed and the new features PID will be released as a Public BETA sometime at the end of the month to the public. It is being tested atm and tweaked for the public. Until Next Time.
Happy Fragging
About the author
#2
Basing my opinions from that demo I would say your time would be better spent on game play mechanics, bug fixes and artwork. Maybe you have been doing this already, but this blog seems to focus on chat systems and stat tracking.
I just didn't enjoy playing that demo to be honest with you. There were many bugs and nothing special game play wise to get me hooked.
I'm not trying to sound offensive, just provide some criticism. I look forward to your new upcoming demo.
08/15/2006 (10:46 am)
I downloaded the demo you provided in this blog.Basing my opinions from that demo I would say your time would be better spent on game play mechanics, bug fixes and artwork. Maybe you have been doing this already, but this blog seems to focus on chat systems and stat tracking.
I just didn't enjoy playing that demo to be honest with you. There were many bugs and nothing special game play wise to get me hooked.
I'm not trying to sound offensive, just provide some criticism. I look forward to your new upcoming demo.
#3
@Tim No offence taken and although I havn't gotten to the artwork aspect of things I have fixed all of the bugs at the time and there are 3 more major ones on the to fix list. With the game play mechanic I have added (Team) King of the Hill and Conquest into the mix with some new weapons but if there isn't anyone to play with it wont be fun. I had a server running with 4 people doing regular dm and the speed of it just made it exciting.
08/15/2006 (5:37 pm)
@Alienforce Check the website@Tim No offence taken and although I havn't gotten to the artwork aspect of things I have fixed all of the bugs at the time and there are 3 more major ones on the to fix list. With the game play mechanic I have added (Team) King of the Hill and Conquest into the mix with some new weapons but if there isn't anyone to play with it wont be fun. I had a server running with 4 people doing regular dm and the speed of it just made it exciting.
#4
I'm thiking about building my own website, so I like to visit indie game sites for inspiration. I encountered a small problem with your site that you should be able to easily fix.
My screen is 1680x1060, and when I open the home page the table with the body text resizes relative to the window, instead of being a fixed size, which means the read text overflows onto the background. I like red, but red on red is quite hard to read! Of course I was able to resize the window, so it's not a showstopper.
Just thought you'd want to know...
08/16/2006 (8:08 am)
Hi Brian,I'm thiking about building my own website, so I like to visit indie game sites for inspiration. I encountered a small problem with your site that you should be able to easily fix.
My screen is 1680x1060, and when I open the home page the table with the body text resizes relative to the window, instead of being a fixed size, which means the read text overflows onto the background. I like red, but red on red is quite hard to read! Of course I was able to resize the window, so it's not a showstopper.
Just thought you'd want to know...
#5
08/16/2006 (8:26 am)
@Kim I was un-aware of that happening so I'll work on that and it's not a fixed size because I wanted the table to take up 75% of the site so that is what the width is. 
Torque Owner Alienforce
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